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| The Legend of Zelda: Spirit Tracks |
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The first hour or so of The Legend of Zelda: Spirit Tracks may have you experiencing some digital déjà vu. Okay, so maybe the set pieces are a little different (Link is a train engineer!), but before you can say, "trouble in Hyrule," the events will unfold as predictablly as as a rupee in ceramic pot.
If you're like me, then the familiarity is more than a bit frustrating considering that we're talking about a series that was once a genuine beacon of innovation within the industry. Do I really have to explore the Fire Temple again? Does Nintendo employ a team devoted entirely to churning out different "light-all-the-candles" puzzles? How many different enchanted musical instruments can there possibly be in the world!?
Yet Spirit Tracks' predictable unoriginality notwithstanding, the Zelda franchise still enjoys one of the most fervent and loyal fan bases around -- and as getting past the first hour of Spirit Tracks reminded me, it's not for nothing. I may have began my time frustrated with Spirit Tracks' seemingly stubborn refusal to introduce new ideas, but I nevertheless ended it with a smile on my face, finally won over by the irrefutable charm that has sustained the series for more than twenty years.
As was alluded to earlier, narrative has never exactly been the series' strength. Princess Zelda finds herself in trouble with (not-so)-surprising regularity, and that's no different this time around. The kingdom's Chancellor, whose whimsical, double-top-hat fashion statement belies his nefarious intentions, flashes some black magic separating Zelda's spirit from her body. Now it's up to Link and his ghostly Princess to reunite body and spirit and stop the Chancellor before he can revive his ancient master, Malladus. As riveting as Spirit Tracks' narrative is (that is to say, completely forgettable), it serves the game well as a vehicle for the mustachioed corporation's signature blend of personality, challenge, and wit.
They may be skewing younger lately, but Nintendo's proven that they have a Pixar-like ability to reach beyond their intended demographic. Even if Spirit Tracks doesn't leave you at the edge of your seat with dramatic tension, it's rich cast of characters and various towns and destinations provide more than enough string to pull you along. Whether it be meeting the bunny obsessed, Rabbit-Rescue curator, the overly-eager train enthusiast, or series veteran, Linebeck the treasure hunter, you'll find yourself wholeheartedly determined to discover all the hidden byways and secrets that Hyrule has to offer.
All of its charm however belies a surprisingly challenging game that, even if it's somewhat familiar in its construction, still impresses with its execution. Generally speaking, the series stopped being seriously challenging with The Ocarina of Time. And while it's still true that the game's combat never becomes too overly difficult, the dungeons this time around are surprisingly engaging. It's been a long time since I encountered a serious head scratcher in a Zelda game, but I'd be lying if I told you that I didn't have to stop and exercise the ole tinker more than once -- and no, they didn't involve lighting candles.
Part of this can be attributed to the role of Zelda. Being a spirit, she has the ability to possess the various guards that patrol the dungeons (the 'Phantoms' of the previous DS game). By switching between controlling Link and a Zelda-possesed Phantom, you must use all your brain power to progress through the labyrinths, utilizing the light and nimble link with the heavy and strong Zelda. It's straight-forward in its premise, but nevertheless provides some pretty devious challenges.
If there's one aspect of Spirit Tracks that doesn't work, it's the game's most distinguishing feature: trains. On the surface, I think the tone set by a train motif fits nicely within the Zelda universe, but in practice, traversing the world by train ends up being one of the more tedious tasks ever asked of a gamer. For those of you that criticized the sailing sequences of The Wind Waker and Phantom Hourglass as being too protracted and boring, the train segments will likely drive you mad -- at least you can steer a boat. There is nothing quite as monotonous (or counter to a sense of adventure, I might add) as passively chugging along from one corner of Hyrule to the next via a set of pre-established train tracks. At least the designers managed to make the experience bearable, if not particularly enjoyable with the inclusion of a stylus-controlled train whistle that -- call me childish -- made me want to clap my hands and giggle with delight every time I pulled it.
While it may not blow the roof off the gaming world as several of its predecessors have, Spirit Tracks is a worthy addition to the Zelda series and a top-tier adventure game for the DS. It's possible that many people will buy this game based on its pedigree alone -- music to every publisher's ear. But that shouldn't lead you to think that Spirit Tracks has nothing to offer. The Zelda franchise may be coasting on familiar tracks, but there's plenty of steam still left in the engine.
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